#version 450

layout (location = 0) out vec4 outColor;

layout (location = 0) in vec3 inColor;
layout (location = 1) in vec2 inTexcoords;

layout (binding = 0) uniform sampler2D texSampler;

void main()
{
    // outColor = vec4(inTexcoords, 0.0, 1.0);
    if (inTexcoords.x < 0)
    {
        outColor = vec4(inColor, 1.0);
    }
    else
    {
        outColor = texture(texSampler, inTexcoords);
    }
}
